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Cthulhu Wars - (Chaos in the Great Old One World)

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    PredaPreda Registered User regular
    The turn will be moving up.

    No ritual for me.

    @MrBody

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    LykouraghLykouragh Registered User regular
    Elder Sign sent to Phyphor.

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    PhyphorPhyphor Building Planet Busters Tasting FruitRegistered User regular
    edited October 2015
    Edit: never mind was looking at wrong turn order

    Phyphor on
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    MrBodyMrBody Registered User regular
    edited October 2015
    Doom Phase
    Doom track advancement-

    4 gates (+4) 9->13
    3 gates (+3) 9->12
    2 gates (+2) 3->5
    2 gates (+2) 7->9





    @Phyphor to perform or pass ritual of annihilation (pay power according to current ritual track cost, +1 doom per gate, +1 elder sign if great old one is on board), then each player going down.

    d4NoFRx.jpg

    MrBody on
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    PredaPreda Registered User regular
    @MrBody since turn moves up, is your turn to either do or pass the ritual.

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    MrBodyMrBody Registered User regular
    Oops. No ritual for me.

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    MrBodyMrBody Registered User regular
    Actually, I arranged the player list so that the order goes down, but in the "up" order. The Doom Phase order is the correct one if you wanted to go "up" (according to the last action phase order). Did you want to keep that or change it? @Preda

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    PhyphorPhyphor Building Planet Busters Tasting FruitRegistered User regular
    Since he @ed you I'm assuming that's the direction he wants

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    MrBodyMrBody Registered User regular
    I assume so. Either way,

    No ritual

    Use Blood Sacrifice to sacrifice West Africa cultist for elder sign


    @Daemonis for ritual decision

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    DaemonisDaemonis Registered User regular
    Start ritual
    @Phyphor

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    MrBodyMrBody Registered User regular
    edited October 2015
    10->5
    +2 doom, +2 elder signs


    Next ritual will cost 6 power

    MrBody on
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    LykouraghLykouragh Registered User regular
    MrB got one elder sign, Daemonis got two.

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    PhyphorPhyphor Building Planet Busters Tasting FruitRegistered User regular
    Cthulhu will ritual

    @preda to start

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    MrBodyMrBody Registered User regular
    13->7 +2 doom, +1 elder sign

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    MrBodyMrBody Registered User regular
    edited October 2015
    Board
    mIF4Ocq.jpg
    Player status
    Great Cthulhu
    FmCJ03v.jpg
    Spellbooks-

    Devolve (Ongoing): At the end of any player's Action (even if it's not your turn), transform one or more of your Acolyte Cultists anywhere on the map into Deep Ones.

    Absorb (Pre-Battle): Remove any of your non-GOO units from the area. For each such unit, the Shoggoth adds 3 to his Combat.

    Regenerate (Battle): Star Spawn can accept up to 2 combat results. If they are both kills, it dies. On ANY other combination, it is pained.

    Submerge (Action: Cost 1): If Cthulhu is in an Ocean Area, remove him from the map and place him on your Faction card, along with any or all friendly Units in the same area. On a later Action, perform Submerge again to place Cthulhu (plus any accompanying Units) anywhere on the map.


    Dreams (Action: Cost 3): Choose an area with enemy Acolyte Cultists. Your enemy must eliminate an Acolyte Cultist (chosen by victim) and replace it with one of yours from your pool.



    Y'ha Nthlei (Ongoing): If Cthulhu is in play you get 1 power for each Gate in an Ocean area that you do not control. (uncontrolled Gates do not count, because everyone gets one
    power from them anyway, but Yog-Sothoth does count).

    Crawling Chaos
    8BpZYWf.jpg

    Spellbooks-

    Abduct (Pre-Battle): Eliminate a Nightgaunt, your foe must eliminate a non-GOO unit in the same area.

    Invisibility (Pre-Battle): Each Flying Polyp can select one non-GOO to be sidelined, and not take part in the battle.

    Seek and Destroy (Pre-Battle): Whenever a battle is declared in which one of your units participates, you may move any or all of your Hunting Horrors on the board to the location of the battle.

    Madness (Ongoing): Whenever there is a combat anywhere on the map, you may choose where units that are pained move to.


    Emissary of the Outer Gods (Ongoing): Nyarlathotep must be in play; Unless an enemy Great Old One is in the battle, any kill inflicted on Nyarlathotep becomes a pain.

    The Thousand Forms (Once-Per-Action-Round: Cost 0): Nyarlathotep must be in play; roll 1d6 and all other players have one minute to decide if they will lose that much power. If they decide not to lose the Power, Nyarlathotep gains that much Power.

    Black Goat
    GfTu83P.jpg

    Spellbooks-

    Frenzy (Ongoing): Cultists have a Combat of 1.

    Necrophagy (Post-Battle): Move any or all Ghouls to that battle and apply an additional pain result to each side for each Ghoul so moved. Ghouls that are already in the combat cannot participate in Necrophagy.

    Ghroth (Action: Cost 2): Roll a die. If the result is equal to or less than the number of areas containing Fungi, then your enemies must collectively lose that many Acolyte Cultists from the map. If they can't decide in one minute do it for them.

    The Red Sign (ongoing) your Dark Young can now Build Gates, Control Gates, earn 1 Power each during the Gather Power phase, and add +1 apiece to Shub-Niggurath's Combat. They do not act as Cultists with respect to any other purpose.


    Blood Sacrifice (Ongoing): Each Doom Phase you may sacrifice 1 Cultist to get an Elder Sign. Shub-Niggurath must be in play.

    The Thousand Young (Ongoing): Shub-Niggurath must be in play. All Ghouls, Fungi, and Dark Young cost 1 less power to summon.

    Yellow Sign
    0cTpcNN.jpg
    Spellbooks-

    Passion (Ongoing): When one of your Cultists is eliminated by an enemy Action (Captured, Killed, Etc.) during the Action phase, gain 1 Power.

    Zin Gaya (Action: Cost 1): In an area with an Undead and an enemy Acolyte Cultist replace that Acolyte Cultist with another Undead.

    Shriek of the Byakhee (Action: Cost 1): Move any or all Byakhee on the map to any single area on the map.

    The Screaming Dead (Action: Cost 1): Move the King in Yellow and any Undead in the same area to a neighboring area, you may immediately perform a second, different action (may not perform He Who Must Not Be Named as the second action).

    He Who Must Not Be Named (Action: Cost 1): Hastur immediately moves to an area on the map with a Cultist. He may then perform a second, different action (may not perform The Screaming Dead as the second action).

    The Third Eye (Ongoing): Hastur must be in play; Desecrate costs only 1 Power to perform, and grants you an Elder Sign when successful.

    Doom track
    fGWSFl3.jpg

    Ritual track
    ec5jkO4.jpg

    Elder signs
    1
    3
    3
    0


    Crawling chaos: 13 Current Turn
    Black goat: 11
    Yellow sign: 5
    Cthulhu: 7

    MrBody on
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    PredaPreda Registered User regular
    Summon horror in Indian Ocean. 13->10

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    PredaPreda Registered User regular
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    MrBodyMrBody Registered User regular
    summon fungal form to Scandinavia.

    11->10

    @daemonis

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    DaemonisDaemonis Registered User regular
    Desecreate South America. 5->4, gain Elder Sign and Byakhee
    @Phyphor

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    LykouraghLykouragh Registered User regular
    Elder Signs sent to Phyphor and Daemonis

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    PhyphorPhyphor Building Planet Busters Tasting FruitRegistered User regular
    Cthulhu -> NPacific. Starspawn in Arabia -> NAsia

    7->5

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    PhyphorPhyphor Building Planet Busters Tasting FruitRegistered User regular
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    MrBodyMrBody Registered User regular
    Board
    lszz0lS.jpg
    Player status
    Great Cthulhu
    FmCJ03v.jpg
    Spellbooks-

    Devolve (Ongoing): At the end of any player's Action (even if it's not your turn), transform one or more of your Acolyte Cultists anywhere on the map into Deep Ones.

    Absorb (Pre-Battle): Remove any of your non-GOO units from the area. For each such unit, the Shoggoth adds 3 to his Combat.

    Regenerate (Battle): Star Spawn can accept up to 2 combat results. If they are both kills, it dies. On ANY other combination, it is pained.

    Submerge (Action: Cost 1): If Cthulhu is in an Ocean Area, remove him from the map and place him on your Faction card, along with any or all friendly Units in the same area. On a later Action, perform Submerge again to place Cthulhu (plus any accompanying Units) anywhere on the map.


    Dreams (Action: Cost 3): Choose an area with enemy Acolyte Cultists. Your enemy must eliminate an Acolyte Cultist (chosen by victim) and replace it with one of yours from your pool.



    Y'ha Nthlei (Ongoing): If Cthulhu is in play you get 1 power for each Gate in an Ocean area that you do not control. (uncontrolled Gates do not count, because everyone gets one
    power from them anyway, but Yog-Sothoth does count).

    Crawling Chaos
    8BpZYWf.jpg

    Spellbooks-

    Abduct (Pre-Battle): Eliminate a Nightgaunt, your foe must eliminate a non-GOO unit in the same area.

    Invisibility (Pre-Battle): Each Flying Polyp can select one non-GOO to be sidelined, and not take part in the battle.

    Seek and Destroy (Pre-Battle): Whenever a battle is declared in which one of your units participates, you may move any or all of your Hunting Horrors on the board to the location of the battle.

    Madness (Ongoing): Whenever there is a combat anywhere on the map, you may choose where units that are pained move to.


    Emissary of the Outer Gods (Ongoing): Nyarlathotep must be in play; Unless an enemy Great Old One is in the battle, any kill inflicted on Nyarlathotep becomes a pain.

    The Thousand Forms (Once-Per-Action-Round: Cost 0): Nyarlathotep must be in play; roll 1d6 and all other players have one minute to decide if they will lose that much power. If they decide not to lose the Power, Nyarlathotep gains that much Power.

    Black Goat
    GfTu83P.jpg

    Spellbooks-

    Frenzy (Ongoing): Cultists have a Combat of 1.

    Necrophagy (Post-Battle): Move any or all Ghouls to that battle and apply an additional pain result to each side for each Ghoul so moved. Ghouls that are already in the combat cannot participate in Necrophagy.

    Ghroth (Action: Cost 2): Roll a die. If the result is equal to or less than the number of areas containing Fungi, then your enemies must collectively lose that many Acolyte Cultists from the map. If they can't decide in one minute do it for them.

    The Red Sign (ongoing) your Dark Young can now Build Gates, Control Gates, earn 1 Power each during the Gather Power phase, and add +1 apiece to Shub-Niggurath's Combat. They do not act as Cultists with respect to any other purpose.


    Blood Sacrifice (Ongoing): Each Doom Phase you may sacrifice 1 Cultist to get an Elder Sign. Shub-Niggurath must be in play.

    The Thousand Young (Ongoing): Shub-Niggurath must be in play. All Ghouls, Fungi, and Dark Young cost 1 less power to summon.

    Yellow Sign
    0cTpcNN.jpg
    Spellbooks-

    Passion (Ongoing): When one of your Cultists is eliminated by an enemy Action (Captured, Killed, Etc.) during the Action phase, gain 1 Power.

    Zin Gaya (Action: Cost 1): In an area with an Undead and an enemy Acolyte Cultist replace that Acolyte Cultist with another Undead.

    Shriek of the Byakhee (Action: Cost 1): Move any or all Byakhee on the map to any single area on the map.

    The Screaming Dead (Action: Cost 1): Move the King in Yellow and any Undead in the same area to a neighboring area, you may immediately perform a second, different action (may not perform He Who Must Not Be Named as the second action).

    He Who Must Not Be Named (Action: Cost 1): Hastur immediately moves to an area on the map with a Cultist. He may then perform a second, different action (may not perform The Screaming Dead as the second action).

    The Third Eye (Ongoing): Hastur must be in play; Desecrate costs only 1 Power to perform, and grants you an Elder Sign when successful.

    Doom track
    fGWSFl3.jpg

    Ritual track
    ec5jkO4.jpg

    Elder signs
    1
    3
    3
    0


    Crawling chaos: 10 Current Turn
    Black goat: 10
    Yellow sign: 4
    Cthulhu: 5



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    PredaPreda Registered User regular
    Summon horror in North Asia. 10->7

    I'll be away till moday.

    @MrBody

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    MrBodyMrBody Registered User regular
    @Phyphor


    You devolving before I go? I promise not to eat your cultists if you take a shot at slowin down the yellow elder sign printingpress

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    PhyphorPhyphor Building Planet Busters Tasting FruitRegistered User regular
    No devolve

    I am going to be going after yellow

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    MrBodyMrBody Registered User regular
    edited October 2015
    summon cultist to west africa

    10->9
    @daemonis

    MrBody on
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    DaemonisDaemonis Registered User regular
    The Screaming Dead the King and all Undead to South Pacific, then desecreate, get Elder Sign and Byakhee, 4->2
    @Phyphor

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    PhyphorPhyphor Building Planet Busters Tasting FruitRegistered User regular
    Move cthulhu, starspawn from NPacific, Shoggoth, cultist from NZ to SPacific. Attack

    5->0


    6+3+2+1 = 12 dice for me, 4+2=6 for yellow
    Geth roll 12d6 for cthulhu
    Geth roll 6d6 for yellow

    cthulhu:
    12d6 33 [12d6=3, 5, 2, 2, 1, 4, 2, 3, 3, 2, 2, 4]
    yellow:
    6d6 22 [6d6=5, 3, 2, 6, 1, 5]

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    PhyphorPhyphor Building Planet Busters Tasting FruitRegistered User regular
    oh I guess yellow gets to choose who is eaten, right. So drop the last dice if I eat an undead

    @daemonis

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    MrBodyMrBody Registered User regular
    Ouch, bad luck with the dice.

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    DaemonisDaemonis Registered User regular
    Phyphor wrote: »
    oh I guess yellow gets to choose who is eaten, right. So drop the last dice if I eat an undead

    @daemonis
    Undead is eaten

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    MrBodyMrBody Registered User regular
    edited October 2015
    Necrophage both ghouls to South Pacific, inflicting 2 more pains for both sides.

    By my count that's 4 pains on Cthulhu (Starspawn absorbs 1 kill+1 pain) and 5 against Yellow Sign

    @Preda to choose retreat paths

    MrBody on
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    MrBodyMrBody Registered User regular
    Actually I guess @Phyphor and @Daemonis have to first choose which units retreat

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    DaemonisDaemonis Registered User regular
    Retreat 5 Undead

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    PhyphorPhyphor Building Planet Busters Tasting FruitRegistered User regular
    Retreat everything except the deep one

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    LykouraghLykouragh Registered User regular
    I owe Daemonis an Elder Sign, right?

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    DaemonisDaemonis Registered User regular
    Yep

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    LykouraghLykouragh Registered User regular
    Sent.

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    MrBodyMrBody Registered User regular
    @preda to dictate retreats locations

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